A&A 3rd ed :-D
Latest posts made by warman1999
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RE: Bidding Systems
you are more than welcome to come over and try all you want to
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RE: Does The Axis & Allies Computer Game (1998) Work With XP?
go to this link to play with others
http://www.axisandalliesworldclub.com/
we now have our own server to play on and such
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RE: Bidding Systems
Agent, do you still Advocate the UK 1 bom buy?
I tend to fall into the lazy mode of just going AC + trn.
But a bom buy on UK 1 (+ save cash) and a bom buy plus inf on US 1 should certainly deter Japan from getting an itchy tech trigger finger.
the problem with going bomber with britt and usa on round 1 helps kep them out of africa
what this does it  enables the axis to grow big and keep britt down to just 5-6 men for each round if they cannot kick axis out of africa real soon. Ânormaly in the games that I play I try to hold the major part of africa for the first 5 rounds this will enable germ to collect around 30 IPC and jap around 45 IPC, that is about 50% of the total IPC’s on the board.
altho I normaly play most of my  games W/O tec  I can see how the ones that use tec  as a workable strat,  japs never buids a factory on the mainland and germ plays it safe with all of it’s battles so they stay strong while jap helps  cover africa for germ along with pushing russ back in asia.
normaly by round 5 japs can afford to roll 6 dice a turn for tec while at most usa can afford to roll 3 and keep men goig to help in africa or to russ, and with britt collecting around 17-22 they cannot afford to roll many tec either exp. when they are getting bombed 2 times a round from germ and jap
I also saw that most here felt that the 2hit BB was a allied adv nope that is a axis adv exp when japs brings their fleet over to the atl, and in the med with the germ BB because  this lets germ get 2-3 loads of men to africa. normaly in a 1 hit game the germ BB is dead after round 2 at the latest (and some 2hit games also but at a cost to the britt air) Â
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Fourth Annual World at War Tournament
The Fourth Annual World at War Tournament will begin on Wednesday, March 29, 2006. To sign up, please post on this thread. Also, please make sure that your e-mail address in the AAWC database is current.
Rules:
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Games will be played under the Utah ruleset (normal rated-game rules determine who bids first), and each round is single-elimination.
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If a game cannot be completed by the deadline for that round, then the SOLE criterion for advancement will be availability to play. This determination will be made solely from the times that a player offers to play on the tournament Rescheduling Board, so you must communicate with your opponent there. In determining who will advance, I will consider only information posted on the scheduling thread, so if there are scheduling problems, please describe them on the thread.
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All unit-locked games must be played out.
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Unfinished games will be arbitrated only if both players agree.
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Players may post matches in the Utah DB if they both agree.
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The tournament will be limited to a maximum of 64 players. (First come, first serve.)
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Any disputes about which dice server to use will be resolved by the tournament director.
if you would like to see how you stack up against someone from another club give this a try and join in the fun at http://www.axisandalliesworldclub.com/
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RE: Bidding Systems
Wow, I can’t see how any Axis players would win with those bids.
Warman,
Do you have an avg for avg winning bid for Axis?
Meaning what is the avg bid for all the games where the Axis won? I’m guessing it has to be a lot higher than the 17.x. I’m focusing on Gold (2nd ed).here is the win % for everyone in gold (2nd ed) I dont play 2nd ed much myself but go to this link and you can see for yourself what everyones win % is for both sides
http://www.axisandalliesworldclub.com/indtables.asp?Ruleset=5 -
RE: Bidding Systems
http://www.axisandalliesworldclub.com/bidtotals.asp
gold is 2nd ed
Omaha is 3rd ed no RR
Anzio is RR NO tec
Utah is RR tec after rd 5
Yes b/c I have yet to see a CD player who actually impresses me with their play. Until that happens I will uphold my claim that the CD club is inferior b/c the players are inferior. This is not to say there are no good CD players, but the ones that are all come from PBEM play. Until the CD player can organicly produce its own cache of talent it will be suspect.
I have yet seen any player from PBEM go straight to the top of the ranking that has came from PBEM in the CD clubs one of the reasons is that they give out the bids too high to win with a good win %
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RE: Paratroopers
here is the para rules that we use in the CD club
Paratrooper Rules:
Combat movement:
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A Bomber can only paratroop 1 infantry per turn per bomber.
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Both the bomber and the infantry must be in the same territory at the beginning of combat phase.
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If a bomber is shot down at the target, the infantry survives for the combat phase, but the bomber is lost.
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Bombers used to paratroop infantry to battle do not engage in ground battle, nor may they conduct IPC raids.
Non-combat movement:
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Bombers involved in combat or paratrooping may not be used in non-combat to pick up and transport units.
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Bombers can paratroop only 1 infantry per turn and only if that infantry was not invloved in combat.
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The bomber and infantry DO NOT need to be in the same territory, and the bomber may move, pickup and drop off the unit within the bomber’s movement range. Picking up or dropping off a unit does not cost the bomber any movements.
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If AAA pre-game option is on (Anti-Aircraft guns Always fire) and the bomber is shot down in non-combat move with infantry in it, the infantry is lost as well. If the bomber is shot down by another AA gun after the infantry is dropped, then only the bomber is lost.
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Infantry left on bombers that have landed will not defend if attacked. Only the bomber will defend. If the bomber is destroyed, the infantry is lost as well.
Special rules and considerations:
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If heavy bombers are attained, the bomber now has a capability of transporting two infantry per bomber for either combat or non-combat use. This is the default A&A game setting and the default rule which requires no edits. If the players consent prior to the game that one infantry per bomber is the maximum, then that is acceptable. Otherwise the two per heavy bomber rule applies.
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An infantry may only be used as a paratrooper once, it can never be picked up again by the same or a different bomber. This is a game bug that will be lived with. Even though these infantry may never load onto a bomber again, they act normally in all other respects.
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